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g_public.h
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g_public.h
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// Copyright (C) 1999-2000 Id Software, Inc.
//
#ifndef G_PUBLIC_H
// g_public.h -- game module information visible to server
#define G_PUBLIC_H
#define Q3_INFINITE 16777216
#define GAME_API_VERSION 8
// entity->svFlags
// the server does not know how to interpret most of the values
// in entityStates (level eType), so the game must explicitly flag
// special server behaviors
#define SVF_NOCLIENT 0x00000001 // don't send entity to clients, even if it has effects
#define SVF_BOT 0x00000008 // set if the entity is a bot
#define SVF_PLAYER_USABLE 0x00000010 // player can use this with the use button
#define SVF_BROADCAST 0x00000020 // send to all connected clients
#define SVF_PORTAL 0x00000040 // merge a second pvs at origin2 into snapshots
#define SVF_USE_CURRENT_ORIGIN 0x00000080 // entity->r.currentOrigin instead of entity->s.origin
// for link position (missiles and movers)
#define SVF_SINGLECLIENT 0x00000100 // only send to a single client (entityShared_t->singleClient)
#define SVF_NOSERVERINFO 0x00000200 // don't send CS_SERVERINFO updates to this client
// so that it can be updated for ping tools without
// lagging clients
#define SVF_CAPSULE 0x00000400 // use capsule for collision detection instead of bbox
#define SVF_NOTSINGLECLIENT 0x00000800 // send entity to everyone but one client
// (entityShared_t->singleClient)
#define SVF_OWNERNOTSHARED 0x00001000 // If it's owned by something and another thing owned by that something
// hits it, it will still touch
#define SVF_ICARUS_FREEZE 0x00008000 // NPCs are frozen, ents don't execute ICARUS commands
#define SVF_GLASS_BRUSH 0x08000000 // Ent is a glass brush
//rww - ghoul2 trace flags
#define G2TRFLAG_DOGHOULTRACE 0x00000001 //do the ghoul2 trace
#define G2TRFLAG_HITCORPSES 0x00000002 //will try g2 collision on the ent even if it's EF_DEAD
#define G2TRFLAG_GETSURFINDEX 0x00000004 //will replace surfaceFlags with the ghoul2 surface index that was hit, if any.
#define G2TRFLAG_THICK 0x00000008 //assures that the trace radius will be significantly large regardless of the trace box size.
//===============================================================
//this structure is shared by gameside and in-engine NPC nav routines.
typedef struct failedEdge_e
{
int startID;
int endID;
int checkTime;
int entID;
} failedEdge_t;
typedef struct {
qboolean linked; // qfalse if not in any good cluster
int linkcount;
int svFlags; // SVF_NOCLIENT, SVF_BROADCAST, etc
int singleClient; // only send to this client when SVF_SINGLECLIENT is set
qboolean bmodel; // if false, assume an explicit mins / maxs bounding box
// only set by trap_SetBrushModel
vec3_t mins, maxs;
int contents; // CONTENTS_TRIGGER, CONTENTS_SOLID, CONTENTS_BODY, etc
// a non-solid entity should set to 0
vec3_t absmin, absmax; // derived from mins/maxs and origin + rotation
// currentOrigin will be used for all collision detection and world linking.
// it will not necessarily be the same as the trajectory evaluation for the current
// time, because each entity must be moved one at a time after time is advanced
// to avoid simultanious collision issues
vec3_t currentOrigin;
vec3_t currentAngles;
qboolean mIsRoffing; // set to qtrue when the entity is being roffed
// when a trace call is made and passEntityNum != ENTITYNUM_NONE,
// an ent will be excluded from testing if:
// ent->s.number == passEntityNum (don't interact with self)
// ent->s.ownerNum = passEntityNum (don't interact with your own missiles)
// entity[ent->s.ownerNum].ownerNum = passEntityNum (don't interact with other missiles from owner)
int ownerNum;
// mask of clients that this entity should be broadcast too. The first 32 clients
// are represented by the first array index and the latter 32 clients are represented
// by the second array index.
int broadcastClients[2];
} entityShared_t;
//===============================================================
//
// system traps provided by the main engine
//
typedef enum {
//============== general Quake services ==================
G_PRINT, // ( const char *string );
// print message on the local console
G_ERROR, // ( const char *string );
// abort the game
G_MILLISECONDS, // ( void );
// get current time for profiling reasons
// this should NOT be used for any game related tasks,
// because it is not journaled
//Also for profiling.. do not use for game related tasks.
G_PRECISIONTIMER_START,
G_PRECISIONTIMER_END,
// console variable interaction
G_CVAR_REGISTER, // ( vmCvar_t *vmCvar, const char *varName, const char *defaultValue, int flags );
G_CVAR_UPDATE, // ( vmCvar_t *vmCvar );
G_CVAR_SET, // ( const char *var_name, const char *value );
G_CVAR_VARIABLE_INTEGER_VALUE, // ( const char *var_name );
G_CVAR_VARIABLE_STRING_BUFFER, // ( const char *var_name, char *buffer, int bufsize );
G_ARGC, // ( void );
// ClientCommand and ServerCommand parameter access
G_ARGV, // ( int n, char *buffer, int bufferLength );
G_FS_FOPEN_FILE, // ( const char *qpath, fileHandle_t *file, fsMode_t mode );
G_FS_READ, // ( void *buffer, int len, fileHandle_t f );
G_FS_WRITE, // ( const void *buffer, int len, fileHandle_t f );
G_FS_FCLOSE_FILE, // ( fileHandle_t f );
G_SEND_CONSOLE_COMMAND, // ( const char *text );
// add commands to the console as if they were typed in
// for map changing, etc
//=========== server specific functionality =============
G_LOCATE_GAME_DATA, // ( gentity_t *gEnts, int numGEntities, int sizeofGEntity_t,
// playerState_t *clients, int sizeofGameClient );
// the game needs to let the server system know where and how big the gentities
// are, so it can look at them directly without going through an interface
G_DROP_CLIENT, // ( int clientNum, const char *reason );
// kick a client off the server with a message
G_SEND_SERVER_COMMAND, // ( int clientNum, const char *fmt, ... );
// reliably sends a command string to be interpreted by the given
// client. If clientNum is -1, it will be sent to all clients
G_SET_CONFIGSTRING, // ( int num, const char *string );
// config strings hold all the index strings, and various other information
// that is reliably communicated to all clients
// All of the current configstrings are sent to clients when
// they connect, and changes are sent to all connected clients.
// All confgstrings are cleared at each level start.
G_GET_CONFIGSTRING, // ( int num, char *buffer, int bufferSize );
G_GET_USERINFO, // ( int num, char *buffer, int bufferSize );
// userinfo strings are maintained by the server system, so they
// are persistant across level loads, while all other game visible
// data is completely reset
G_SET_USERINFO, // ( int num, const char *buffer );
G_GET_SERVERINFO, // ( char *buffer, int bufferSize );
// the serverinfo info string has all the cvars visible to server browsers
G_SET_SERVER_CULL,
//server culling to reduce traffic on open maps -rww
G_SET_BRUSH_MODEL, // ( gentity_t *ent, const char *name );
// sets mins and maxs based on the brushmodel name
G_TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
// collision detection against all linked entities
G_G2TRACE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
// collision detection against all linked entities with ghoul2 check
G_POINT_CONTENTS, // ( const vec3_t point, int passEntityNum );
// point contents against all linked entities
G_IN_PVS, // ( const vec3_t p1, const vec3_t p2 );
G_IN_PVS_IGNORE_PORTALS, // ( const vec3_t p1, const vec3_t p2 );
G_ADJUST_AREA_PORTAL_STATE, // ( gentity_t *ent, qboolean open );
G_AREAS_CONNECTED, // ( int area1, int area2 );
G_LINKENTITY, // ( gentity_t *ent );
// an entity will never be sent to a client or used for collision
// if it is not passed to linkentity. If the size, position, or
// solidity changes, it must be relinked.
G_UNLINKENTITY, // ( gentity_t *ent );
// call before removing an interactive entity
G_ENTITIES_IN_BOX, // ( const vec3_t mins, const vec3_t maxs, gentity_t **list, int maxcount );
// EntitiesInBox will return brush models based on their bounding box,
// so exact determination must still be done with EntityContact
G_ENTITY_CONTACT, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// perform an exact check against inline brush models of non-square shape
// access for bots to get and free a server client (FIXME?)
G_BOT_ALLOCATE_CLIENT, // ( void );
G_BOT_FREE_CLIENT, // ( int clientNum );
G_GET_USERCMD, // ( int clientNum, usercmd_t *cmd )
G_GET_ENTITY_TOKEN, // qboolean ( char *buffer, int bufferSize )
// Retrieves the next string token from the entity spawn text, returning
// false when all tokens have been parsed.
// This should only be done at GAME_INIT time.
G_SIEGEPERSSET,
G_SIEGEPERSGET,
G_FS_GETFILELIST,
G_DEBUG_POLYGON_CREATE,
G_DEBUG_POLYGON_DELETE,
G_REAL_TIME,
G_SNAPVECTOR,
G_TRACECAPSULE, // ( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask );
G_ENTITY_CONTACTCAPSULE, // ( const vec3_t mins, const vec3_t maxs, const gentity_t *ent );
// SP_REGISTER_SERVER_CMD,
SP_GETSTRINGTEXTSTRING,
G_ROFF_CLEAN, // qboolean ROFF_Clean(void);
G_ROFF_UPDATE_ENTITIES, // void ROFF_UpdateEntities(void);
G_ROFF_CACHE, // int ROFF_Cache(char *file);
G_ROFF_PLAY, // qboolean ROFF_Play(int entID, int roffID, qboolean doTranslation);
G_ROFF_PURGE_ENT, // qboolean ROFF_PurgeEnt( int entID )
//rww - dynamic vm memory allocation!
G_TRUEMALLOC,
G_TRUEFREE,
//rww - icarus traps
G_ICARUS_RUNSCRIPT,
G_ICARUS_REGISTERSCRIPT,
G_ICARUS_INIT,
G_ICARUS_VALIDENT,
G_ICARUS_ISINITIALIZED,
G_ICARUS_MAINTAINTASKMANAGER,
G_ICARUS_ISRUNNING,
G_ICARUS_TASKIDPENDING,
G_ICARUS_INITENT,
G_ICARUS_FREEENT,
G_ICARUS_ASSOCIATEENT,
G_ICARUS_SHUTDOWN,
G_ICARUS_TASKIDSET,
G_ICARUS_TASKIDCOMPLETE,
G_ICARUS_SETVAR,
G_ICARUS_VARIABLEDECLARED,
G_ICARUS_GETFLOATVARIABLE,
G_ICARUS_GETSTRINGVARIABLE,
G_ICARUS_GETVECTORVARIABLE,
G_SET_SHARED_BUFFER,
//BEGIN VM STUFF
G_MEMSET = 100,
G_MEMCPY,
G_STRNCPY,
G_SIN,
G_COS,
G_ATAN2,
G_SQRT,
G_MATRIXMULTIPLY,
G_ANGLEVECTORS,
G_PERPENDICULARVECTOR,
G_FLOOR,
G_CEIL,
G_TESTPRINTINT,
G_TESTPRINTFLOAT,
G_ACOS,
G_ASIN,
//END VM STUFF
//rww - BEGIN NPC NAV TRAPS
G_NAV_INIT = 200,
G_NAV_FREE,
G_NAV_LOAD,
G_NAV_SAVE,
G_NAV_ADDRAWPOINT,
G_NAV_CALCULATEPATHS,
G_NAV_HARDCONNECT,
G_NAV_SHOWNODES,
G_NAV_SHOWEDGES,
G_NAV_SHOWPATH,
G_NAV_GETNEARESTNODE,
G_NAV_GETBESTNODE,
G_NAV_GETNODEPOSITION,
G_NAV_GETNODENUMEDGES,
G_NAV_GETNODEEDGE,
G_NAV_GETNUMNODES,
G_NAV_CONNECTED,
G_NAV_GETPATHCOST,
G_NAV_GETEDGECOST,
G_NAV_GETPROJECTEDNODE,
G_NAV_CHECKFAILEDNODES,
G_NAV_ADDFAILEDNODE,
G_NAV_NODEFAILED,
G_NAV_NODESARENEIGHBORS,
G_NAV_CLEARFAILEDEDGE,
G_NAV_CLEARALLFAILEDEDGES,
G_NAV_EDGEFAILED,
G_NAV_ADDFAILEDEDGE,
G_NAV_CHECKFAILEDEDGE,
G_NAV_CHECKALLFAILEDEDGES,
G_NAV_ROUTEBLOCKED,
G_NAV_GETBESTNODEALTROUTE,
G_NAV_GETBESTNODEALT2,
G_NAV_GETBESTPATHBETWEENENTS,
G_NAV_GETNODERADIUS,
G_NAV_CHECKBLOCKEDEDGES,
G_NAV_CLEARCHECKEDNODES,
G_NAV_CHECKEDNODE,
G_NAV_SETCHECKEDNODE,
G_NAV_FLAGALLNODES,
G_NAV_GETPATHSCALCULATED,
G_NAV_SETPATHSCALCULATED,
//rww - END NPC NAV TRAPS
BOTLIB_SETUP = 250, // ( void );
BOTLIB_SHUTDOWN, // ( void );
BOTLIB_LIBVAR_SET,
BOTLIB_LIBVAR_GET,
BOTLIB_PC_ADD_GLOBAL_DEFINE,
BOTLIB_START_FRAME,
BOTLIB_LOAD_MAP,
BOTLIB_UPDATENTITY,
BOTLIB_TEST,
BOTLIB_GET_SNAPSHOT_ENTITY, // ( int client, int ent );
BOTLIB_GET_CONSOLE_MESSAGE, // ( int client, char *message, int size );
BOTLIB_USER_COMMAND, // ( int client, usercmd_t *ucmd );
BOTLIB_AAS_ENABLE_ROUTING_AREA = 300,
BOTLIB_AAS_BBOX_AREAS,
BOTLIB_AAS_AREA_INFO,
BOTLIB_AAS_ENTITY_INFO,
BOTLIB_AAS_INITIALIZED,
BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX,
BOTLIB_AAS_TIME,
BOTLIB_AAS_POINT_AREA_NUM,
BOTLIB_AAS_TRACE_AREAS,
BOTLIB_AAS_POINT_CONTENTS,
BOTLIB_AAS_NEXT_BSP_ENTITY,
BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY,
BOTLIB_AAS_AREA_REACHABILITY,
BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA,
BOTLIB_AAS_SWIMMING,
BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT,
BOTLIB_EA_SAY = 400,
BOTLIB_EA_SAY_TEAM,
BOTLIB_EA_COMMAND,
BOTLIB_EA_ACTION,
BOTLIB_EA_GESTURE,
BOTLIB_EA_TALK,
BOTLIB_EA_ATTACK,
BOTLIB_EA_ALT_ATTACK,
BOTLIB_EA_FORCEPOWER,
BOTLIB_EA_USE,
BOTLIB_EA_RESPAWN,
BOTLIB_EA_CROUCH,
BOTLIB_EA_MOVE_UP,
BOTLIB_EA_MOVE_DOWN,
BOTLIB_EA_MOVE_FORWARD,
BOTLIB_EA_MOVE_BACK,
BOTLIB_EA_MOVE_LEFT,
BOTLIB_EA_MOVE_RIGHT,
BOTLIB_EA_SELECT_WEAPON,
BOTLIB_EA_JUMP,
BOTLIB_EA_DELAYED_JUMP,
BOTLIB_EA_MOVE,
BOTLIB_EA_VIEW,
BOTLIB_EA_END_REGULAR,
BOTLIB_EA_GET_INPUT,
BOTLIB_EA_RESET_INPUT,
BOTLIB_AI_LOAD_CHARACTER = 500,
BOTLIB_AI_FREE_CHARACTER,
BOTLIB_AI_CHARACTERISTIC_FLOAT,
BOTLIB_AI_CHARACTERISTIC_BFLOAT,
BOTLIB_AI_CHARACTERISTIC_INTEGER,
BOTLIB_AI_CHARACTERISTIC_BINTEGER,
BOTLIB_AI_CHARACTERISTIC_STRING,
// BOTLIB_AI_ALLOC_CHAT_STATE,
// BOTLIB_AI_FREE_CHAT_STATE,
// BOTLIB_AI_QUEUE_CONSOLE_MESSAGE,
// BOTLIB_AI_REMOVE_CONSOLE_MESSAGE,
// BOTLIB_AI_NEXT_CONSOLE_MESSAGE,
// BOTLIB_AI_NUM_CONSOLE_MESSAGE,
// BOTLIB_AI_INITIAL_CHAT,
// BOTLIB_AI_REPLY_CHAT,
// BOTLIB_AI_CHAT_LENGTH,
// BOTLIB_AI_ENTER_CHAT,
// BOTLIB_AI_STRING_CONTAINS,
// BOTLIB_AI_FIND_MATCH,
// BOTLIB_AI_MATCH_VARIABLE,
// BOTLIB_AI_UNIFY_WHITE_SPACES,
// BOTLIB_AI_REPLACE_SYNONYMS,
// BOTLIB_AI_LOAD_CHAT_FILE,
// BOTLIB_AI_SET_CHAT_GENDER,
// BOTLIB_AI_SET_CHAT_NAME,
BOTLIB_AI_RESET_GOAL_STATE,
BOTLIB_AI_RESET_AVOID_GOALS,
BOTLIB_AI_PUSH_GOAL,
BOTLIB_AI_POP_GOAL,
BOTLIB_AI_EMPTY_GOAL_STACK,
BOTLIB_AI_DUMP_AVOID_GOALS,
BOTLIB_AI_DUMP_GOAL_STACK,
BOTLIB_AI_GOAL_NAME,
BOTLIB_AI_GET_TOP_GOAL,
BOTLIB_AI_GET_SECOND_GOAL,
BOTLIB_AI_CHOOSE_LTG_ITEM,
BOTLIB_AI_CHOOSE_NBG_ITEM,
BOTLIB_AI_TOUCHING_GOAL,
BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE,
BOTLIB_AI_GET_LEVEL_ITEM_GOAL,
BOTLIB_AI_AVOID_GOAL_TIME,
BOTLIB_AI_INIT_LEVEL_ITEMS,
BOTLIB_AI_UPDATE_ENTITY_ITEMS,
BOTLIB_AI_LOAD_ITEM_WEIGHTS,
BOTLIB_AI_FREE_ITEM_WEIGHTS,
BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_ALLOC_GOAL_STATE,
BOTLIB_AI_FREE_GOAL_STATE,
BOTLIB_AI_RESET_MOVE_STATE,
BOTLIB_AI_MOVE_TO_GOAL,
BOTLIB_AI_MOVE_IN_DIRECTION,
BOTLIB_AI_RESET_AVOID_REACH,
BOTLIB_AI_RESET_LAST_AVOID_REACH,
BOTLIB_AI_REACHABILITY_AREA,
BOTLIB_AI_MOVEMENT_VIEW_TARGET,
BOTLIB_AI_ALLOC_MOVE_STATE,
BOTLIB_AI_FREE_MOVE_STATE,
BOTLIB_AI_INIT_MOVE_STATE,
BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON,
BOTLIB_AI_GET_WEAPON_INFO,
BOTLIB_AI_LOAD_WEAPON_WEIGHTS,
BOTLIB_AI_ALLOC_WEAPON_STATE,
BOTLIB_AI_FREE_WEAPON_STATE,
BOTLIB_AI_RESET_WEAPON_STATE,
BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION,
BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC,
BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC,
BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL,
BOTLIB_AI_GET_MAP_LOCATION_GOAL,
BOTLIB_AI_NUM_INITIAL_CHATS,
BOTLIB_AI_GET_CHAT_MESSAGE,
BOTLIB_AI_REMOVE_FROM_AVOID_GOALS,
BOTLIB_AI_PREDICT_VISIBLE_POSITION,
BOTLIB_AI_SET_AVOID_GOAL_TIME,
BOTLIB_AI_ADD_AVOID_SPOT,
BOTLIB_AAS_ALTERNATIVE_ROUTE_GOAL,
BOTLIB_AAS_PREDICT_ROUTE,
BOTLIB_AAS_POINT_REACHABILITY_AREA_INDEX,
BOTLIB_PC_LOAD_SOURCE,
BOTLIB_PC_FREE_SOURCE,
BOTLIB_PC_READ_TOKEN,
BOTLIB_PC_SOURCE_FILE_AND_LINE,
/*
Ghoul2 Insert Start
*/
G_R_REGISTERSKIN,
G_G2_LISTBONES,
G_G2_LISTSURFACES,
G_G2_HAVEWEGHOULMODELS,
G_G2_SETMODELS,
G_G2_GETBOLT,
G_G2_GETBOLT_NOREC,
G_G2_GETBOLT_NOREC_NOROT,
G_G2_INITGHOUL2MODEL,
G_G2_SETSKIN,
G_G2_SIZE,
G_G2_ADDBOLT,
G_G2_SETBOLTINFO,
G_G2_ANGLEOVERRIDE,
G_G2_PLAYANIM,
G_G2_GETBONEANIM,
G_G2_GETGLANAME,
G_G2_COPYGHOUL2INSTANCE,
G_G2_COPYSPECIFICGHOUL2MODEL,
G_G2_DUPLICATEGHOUL2INSTANCE,
G_G2_HASGHOUL2MODELONINDEX,
G_G2_REMOVEGHOUL2MODEL,
G_G2_REMOVEGHOUL2MODELS,
G_G2_CLEANMODELS,
G_G2_COLLISIONDETECT,
G_G2_SETROOTSURFACE,
G_G2_SETSURFACEONOFF,
G_G2_SETNEWORIGIN,
G_G2_DOESBONEEXIST,
G_G2_GETSURFACERENDERSTATUS,
G_G2_ABSURDSMOOTHING,
/*
//rww - RAGDOLL_BEGIN
*/
G_G2_SETRAGDOLL,
G_G2_ANIMATEG2MODELS,
/*
//rww - RAGDOLL_END
*/
//additional ragdoll options -rww
G_G2_RAGPCJCONSTRAINT,
G_G2_RAGPCJGRADIENTSPEED,
G_G2_RAGEFFECTORGOAL,
G_G2_GETRAGBONEPOS,
G_G2_RAGEFFECTORKICK,
G_G2_RAGFORCESOLVE,
//rww - ik move method, allows you to specify a bone and move it to a world point (within joint constraints)
//by using the majority of gil's existing bone angling stuff from the ragdoll code.
G_G2_SETBONEIKSTATE,
G_G2_IKMOVE,
G_G2_REMOVEBONE,
G_G2_ATTACHINSTANCETOENTNUM,
G_G2_CLEARATTACHEDINSTANCE,
G_G2_CLEANENTATTACHMENTS,
G_G2_OVERRIDESERVER,
G_G2_GETSURFACENAME,
G_SET_ACTIVE_SUBBSP,
G_CM_REGISTER_TERRAIN,
G_RMG_INIT,
G_BOT_UPDATEWAYPOINTS,
G_BOT_CALCULATEPATHS
/*
Ghoul2 Insert End
*/
} gameImport_t;
//bstate.h
typedef enum //# bState_e
{//These take over only if script allows them to be autonomous
BS_DEFAULT = 0,//# default behavior for that NPC
BS_ADVANCE_FIGHT,//# Advance to captureGoal and shoot enemies if you can
BS_SLEEP,//# Play awake script when startled by sound
BS_FOLLOW_LEADER,//# Follow your leader and shoot any enemies you come across
BS_JUMP,//# Face navgoal and jump to it.
BS_SEARCH,//# Using current waypoint as a base, search the immediate branches of waypoints for enemies
BS_WANDER,//# Wander down random waypoint paths
BS_NOCLIP,//# Moves through walls, etc.
BS_REMOVE,//# Waits for player to leave PVS then removes itself
BS_CINEMATIC,//# Does nothing but face it's angles and move to a goal if it has one
//# #eol
//internal bStates only
BS_WAIT,//# Does nothing but face it's angles
BS_STAND_GUARD,
BS_PATROL,
BS_INVESTIGATE,//# head towards temp goal and look for enemies and listen for sounds
BS_STAND_AND_SHOOT,
BS_HUNT_AND_KILL,
BS_FLEE,//# Run away!
NUM_BSTATES
} bState_t;
enum
{
EDGE_NORMAL,
EDGE_PATH,
EDGE_BLOCKED,
EDGE_FAILED,
EDGE_MOVEDIR
};
enum
{
NODE_NORMAL,
NODE_START,
NODE_GOAL,
NODE_NAVGOAL,
};
typedef enum //# taskID_e
{
TID_CHAN_VOICE = 0, // Waiting for a voice sound to complete
TID_ANIM_UPPER, // Waiting to finish a lower anim holdtime
TID_ANIM_LOWER, // Waiting to finish a lower anim holdtime
TID_ANIM_BOTH, // Waiting to finish lower and upper anim holdtimes or normal md3 animating
TID_MOVE_NAV, // Trying to get to a navgoal or For ET_MOVERS
TID_ANGLE_FACE, // Turning to an angle or facing
TID_BSTATE, // Waiting for a certain bState to finish
TID_LOCATION, // Waiting for ent to enter a specific trigger_location
// TID_MISSIONSTATUS, // Waiting for player to finish reading MISSION STATUS SCREEN
TID_RESIZE, // Waiting for clear bbox to inflate size
TID_SHOOT, // Waiting for fire event
NUM_TIDS, // for def of taskID array
} taskID_t;
typedef enum //# bSet_e
{//This should check to matching a behavior state name first, then look for a script
BSET_INVALID = -1,
BSET_FIRST = 0,
BSET_SPAWN = 0,//# script to use when first spawned
BSET_USE,//# script to use when used
BSET_AWAKE,//# script to use when awoken/startled
BSET_ANGER,//# script to use when aquire an enemy
BSET_ATTACK,//# script to run when you attack
BSET_VICTORY,//# script to run when you kill someone
BSET_LOSTENEMY,//# script to run when you can't find your enemy
BSET_PAIN,//# script to use when take pain
BSET_FLEE,//# script to use when take pain below 50% of health
BSET_DEATH,//# script to use when killed
BSET_DELAYED,//# script to run when self->delayScriptTime is reached
BSET_BLOCKED,//# script to run when blocked by a friendly NPC or player
BSET_BUMPED,//# script to run when bumped into a friendly NPC or player (can set bumpRadius)
BSET_STUCK,//# script to run when blocked by a wall
BSET_FFIRE,//# script to run when player shoots their own teammates
BSET_FFDEATH,//# script to run when player kills a teammate
BSET_MINDTRICK,//# script to run when player does a mind trick on this NPC
NUM_BSETS
} bSet_t;
#define MAX_PARMS 16
#define MAX_PARM_STRING_LENGTH MAX_QPATH//was 16, had to lengthen it so they could take a valid file path
typedef struct
{
char parm[MAX_PARMS][MAX_PARM_STRING_LENGTH];
} parms_t;
#define MAX_FAILED_NODES 8
typedef struct Vehicle_s Vehicle_t;
// the server looks at a sharedEntity, which is the start of the game's gentity_t structure
//mod authors should not touch this struct
typedef struct {
entityState_t s; // communicated by server to clients
playerState_t *playerState; //needs to be in the gentity for bg entity access
//if you want to actually see the contents I guess
//you will have to be sure to VMA it first.
Vehicle_t *m_pVehicle; //vehicle data
void *ghoul2; //g2 instance
int localAnimIndex; //index locally (game/cgame) to anim data for this skel
vec3_t modelScale; //needed for g2 collision
//from here up must also be unified with bgEntity/centity
entityShared_t r; // shared by both the server system and game
//Script/ICARUS-related fields
int taskID[NUM_TIDS];
parms_t *parms;
char *behaviorSet[NUM_BSETS];
char *script_targetname;
int delayScriptTime;
char *fullName;
//rww - targetname and classname are now shared as well. ICARUS needs access to them.
char *targetname;
char *classname; // set in QuakeEd
//rww - and yet more things to share. This is because the nav code is in the exe because it's all C++.
int waypoint; //Set once per frame, if you've moved, and if someone asks
int lastWaypoint; //To make sure you don't double-back
int lastValidWaypoint; //ALWAYS valid -used for tracking someone you lost
int noWaypointTime; //Debouncer - so don't keep checking every waypoint in existance every frame that you can't find one
int combatPoint;
int failedWaypoints[MAX_FAILED_NODES];
int failedWaypointCheckTime;
int next_roff_time; //rww - npc's need to know when they're getting roff'd
} sharedEntity_t;
#ifdef __cplusplus
class CSequencer;
class CTaskManager;
//I suppose this could be in another in-engine header or something. But we never want to
//include an icarus file before sharedentity_t is declared.
extern CSequencer *gSequencers[MAX_GENTITIES];
extern CTaskManager *gTaskManagers[MAX_GENTITIES];
#include "../icarus/icarus.h"
#include "../icarus/sequencer.h"
#include "../icarus/taskmanager.h"
#endif
//
// functions exported by the game subsystem
//
typedef enum {
GAME_INIT, // ( int levelTime, int randomSeed, int restart );
// init and shutdown will be called every single level
// The game should call G_GET_ENTITY_TOKEN to parse through all the
// entity configuration text and spawn gentities.
GAME_SHUTDOWN, // (void);
GAME_CLIENT_CONNECT, // ( int clientNum, qboolean firstTime, qboolean isBot );
// return NULL if the client is allowed to connect, otherwise return
// a text string with the reason for denial
GAME_CLIENT_BEGIN, // ( int clientNum );
GAME_CLIENT_USERINFO_CHANGED, // ( int clientNum );
GAME_CLIENT_DISCONNECT, // ( int clientNum );
GAME_CLIENT_COMMAND, // ( int clientNum );
GAME_CLIENT_THINK, // ( int clientNum );
GAME_RUN_FRAME, // ( int levelTime );
GAME_CONSOLE_COMMAND, // ( void );
// ConsoleCommand will be called when a command has been issued
// that is not recognized as a builtin function.
// The game can issue trap_argc() / trap_argv() commands to get the command
// and parameters. Return qfalse if the game doesn't recognize it as a command.
BOTAI_START_FRAME, // ( int time );
GAME_ROFF_NOTETRACK_CALLBACK, // int entnum, char *notetrack
GAME_SPAWN_RMG_ENTITY, //rwwRMG - added
//rww - icarus callbacks
GAME_ICARUS_PLAYSOUND,
GAME_ICARUS_SET,
GAME_ICARUS_LERP2POS,
GAME_ICARUS_LERP2ORIGIN,
GAME_ICARUS_LERP2ANGLES,
GAME_ICARUS_GETTAG,
GAME_ICARUS_LERP2START,
GAME_ICARUS_LERP2END,
GAME_ICARUS_USE,
GAME_ICARUS_KILL,
GAME_ICARUS_REMOVE,
GAME_ICARUS_PLAY,
GAME_ICARUS_GETFLOAT,
GAME_ICARUS_GETVECTOR,
GAME_ICARUS_GETSTRING,
GAME_ICARUS_SOUNDINDEX,
GAME_ICARUS_GETSETIDFORSTRING,
GAME_NAV_CLEARPATHTOPOINT,
GAME_NAV_CLEARLOS,
GAME_NAV_CLEARPATHBETWEENPOINTS,
GAME_NAV_CHECKNODEFAILEDFORENT,
GAME_NAV_ENTISUNLOCKEDDOOR,
GAME_NAV_ENTISDOOR,
GAME_NAV_ENTISBREAKABLE,
GAME_NAV_ENTISREMOVABLEUSABLE,
GAME_NAV_FINDCOMBATPOINTWAYPOINTS,
GAME_GETITEMINDEXBYTAG
} gameExport_t;
typedef struct
{
int taskID;
int entID;
char name[2048];
char channel[2048];
} T_G_ICARUS_PLAYSOUND;
typedef struct
{
int taskID;
int entID;
char type_name[2048];
char data[2048];
} T_G_ICARUS_SET;
typedef struct
{
int taskID;
int entID;
vec3_t origin;
vec3_t angles;
float duration;
qboolean nullAngles; //special case
} T_G_ICARUS_LERP2POS;
typedef struct
{
int taskID;
int entID;
vec3_t origin;
float duration;
} T_G_ICARUS_LERP2ORIGIN;
typedef struct
{
int taskID;
int entID;
vec3_t angles;
float duration;
} T_G_ICARUS_LERP2ANGLES;
typedef struct
{
int entID;
char name[2048];
int lookup;
vec3_t info;
} T_G_ICARUS_GETTAG;
typedef struct
{
int entID;
int taskID;
float duration;
} T_G_ICARUS_LERP2START;
typedef struct
{
int entID;
int taskID;
float duration;
} T_G_ICARUS_LERP2END;
typedef struct
{
int entID;
char target[2048];
} T_G_ICARUS_USE;
typedef struct
{
int entID;
char name[2048];
} T_G_ICARUS_KILL;
typedef struct
{
int entID;
char name[2048];
} T_G_ICARUS_REMOVE;
typedef struct
{
int taskID;
int entID;
char type[2048];
char name[2048];
} T_G_ICARUS_PLAY;
typedef struct
{
int entID;
int type;
char name[2048];
float value;
} T_G_ICARUS_GETFLOAT;
typedef struct
{
int entID;
int type;
char name[2048];
vec3_t value;
} T_G_ICARUS_GETVECTOR;
typedef struct
{
int entID;
int type;
char name[2048];
char value[2048];
} T_G_ICARUS_GETSTRING;
typedef struct
{
char filename[2048];
} T_G_ICARUS_SOUNDINDEX;
typedef struct
{
char string[2048];
} T_G_ICARUS_GETSETIDFORSTRING;
#endif //G_PUBLIC_H